Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
A simple stencil buffer masking shader for Unity
Shader "Custom/StencilMask" {
Properties {
_StencilMask("Stencil mask", Int) = 0
}
SubShader {
Tags {
"RenderType" = "Opaque"
"Queue" = "Geometry-100"
}
ColorMask 0
ZWrite off
Stencil {
Ref[_StencilMask]
Comp always
Pass replace
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : COLOR {
return half4(1, 1, 0, 1);
}
ENDCG
}
}
}
@michaelSAE

This comment has been minimized.

Copy link

michaelSAE commented Nov 27, 2018

works great.. thx heaps

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.